to build a world that emphasizes "the superiority of spellcasters" and “Magicracy Society", is the DnD 3R system the best choice?

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In the DnD 3R system, spellcasters, especially arcane spellcasters, were significantly stronger than non-spellcasters. in later editions, for the sake of so-called "class balance," spellcasters were nerfed, while warriors, especially Paladins, were buffed.

However, theoretically, in a world which full of wondrous magic and magical beings, isn't it perfectly natural for spellcasters to possess significant superiority and a higher social status?

Therefore, we can emphasize this point through TRPG rules,for example, in a world where Magicracy (where spellcasters, especially arcane spellcasters, are the ruling class, and their status is determined by their magic power) is a prevalent social system, the superiority of spellcasters is obvious and considered normal common sense, then if someone wants to mention class balance, we can simply set a negative ECL adjustment for non-spellcaster classes. for example, a level 10th Fighter with an ECL of only 5 or 6 and considered "too weak to be group with a 10th wizard."
 

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3rd Ed was a bit of a nerf, too. AD&D 2, especially the Dark Sun setting, really gets into Thaumatocracy (the correct term for ruled by wizards)...

The old saw is that Wizards are Quadratic and Fighters Linear power growth, and it was rather true in both AD&D 1e and 2E, too. (And BECMI, too, but to a lesser extent.)

Neither, however, is quite as good as Mage for actually giving casters the power to literally reshape the world, and a dozen factions of wizards pulling it in different ways while trying to avoid Paradox. For a more medieval period, either break out the Mage: The Sorcerer's Crusade (alternate core). Remove Paradox/Twilight, and mages in Mage simply dominate everything... except each other — that requires a lot more work.

Exaulted has pretty stupidly high power levels, too... but is too bound up in overtaking the Storyteller System's core engine into a fantasy supers that it can grid to a crawl until one really knows it. Few fail to give up before that point.
 



I assume by 3R you're referring to 3.x? IMO, that was arguably when full casters were at the apex of their power in D&D, relative to non-casters.

That said, regarding the rest of your post, there's nothing necessitating that magic is top of the food chain (so to speak).

You can look at Wolves of God (by Kevin Crawford) for an example of a TTRPG magic system that allows casters to achieve impossible things, but leaves them far weaker than a skilled swordsman in terms of combat. Magic doesn't necessarily equate to demigodhood.

Even leaving that aside, while you could certainly have a society like Glantri (on Mystara) where mages rule, it's not inevitable even with powerful magic for any number of reasons.

Mages might be rare and not unified, either because the talent for mastering magic is rare, or because mages hoard their knowledge for fear of raising capable rivals.

Just because you have the power to conquer the proletariat, doesn't mean that's something you will want. Mages may view rulership as beneath them and a waste of their time, given that true godlike power is theirs to potentially grasp.

Lastly, mages might be organized to prevent other mages from taking power. For example, the Tower of High Sorcery on Krynn is an organization of mages that maintains balance, preventing mages from conquering the world.

YMMV
 
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You can certainly get a lot of caster dominance in D&D 3E. It can get pretty bad. We usually compensated by having the spellcasters put a lot of resources into buffing the non-spellcasters and (if neccessary) providing the magical items to boost them.

I am not convinced that using some sort of ECL system to balance things is the best approach. You need a lot of work to find appropriate values, especially since the power scales differently, you basically have to find an ECL modifier for every level.
You might really be better off to take a better balanced system and just ditch the non-spellcasters classes. 4E for example. (Heck, in 4E you could also just say all the martial classes are spellcasters, they just specialize in combat spells).
 

In the DnD 3R system, spellcasters, especially arcane spellcasters, were significantly stronger than non-spellcasters. in later editions, for the sake of so-called "class balance," spellcasters were nerfed, while warriors, especially Paladins, were buffed.

However, theoretically, in a world which full of wondrous magic and magical beings, isn't it perfectly natural for spellcasters to possess significant superiority and a higher social status?


Therefore, we can emphasize this point through TRPG rules,for example, in a world where [Mageocracy] (where spellcasters, especially arcane spellcasters, are the ruling class, and their status is determined by their magic power) is a prevalent social system, the superiority of spellcasters is obvious and considered normal common sense, then if someone wants to mention class balance, we can simply set a negative ECL adjustment for non-spellcaster classes. for example, a level 10th Fighter with an ECL of only 5 or 6 and considered "too weak to be group with a 10th wizard."
The spellcasters above their equivalent ECL, while the Fighter is a maybe a bit low, and Monk more noticeably low.

But yes, you could absolutely use 3e to run a caster-centric world. Taking a look at Challenging Challenge Ratings v5 (Eclipse: The Codex Persona also has vanilla 3.0/3.5 class builds, you could grab the shareware version of that and check it that way as well, but I think CCR is a bit better guide of power). Though I think it definitely overestimates Monk here. Monk is worse than Fighter, IMO. But let's go with it for now.

Player classes are a bit better than the CR of monsters. Cleric is the strongest PHB Class.

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Barbarian = 1.16/1.32 = 0.87x.
Bard = 1.15/1.32 = 0.87x.
Cleric = 1.32/1.32 = 1x.
Druid = 1.24/1.32 = 0.94x.
Fighter = 1.10/1.32 = 0.83x.
Monk = 1.12/1.32 = 0.85x.
Paladin = 1.11/1.32 = 0.84x.
Ranger =1.15/1.32 = 0.87x.
Rogue =1.09/1.32 = 0.83x.
Sorcerer =1.19/1.32 = 0.90x.
Wizard 1.23/1.09 = 0.93x.

And under this scale of Cleric Level = 1.0CR; An average feat is worth 0.15CR. Anyway.

You could try to counterbalance the classes by giving stuff to compensate for choosing a weaker class to make them more even.

You might alternately just decide to rework it such that all classes pick up magic eventually, and staying magicless only takes you to level 4 or 5.

But 3.x certainly has a lot of mechanical support for magic gameplay, yes.
 



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